Nothing is perfect. I’m sure you ran into a roadblock somewhere. Here are a few that I’ve hit personally. As well as the solutions I’ve devised to get around them.
Did your new arms get Red text in the console?
Read the text, it’s a list of joints you don’t need. When I first tried building this, I did so following CryTek’s notes. Console hated me, arms wouldn’t load. Headache. I deleted the joints which the console was talking about – worked like a charm.
Did everything and still no arms?
Ensure you got the rotational axis right. In Maya, everything should be facing Z-down with Y-up. In Max, I’m told its Y-down, Z-Up. (Go figure.) Softimage, I think shares coordinates with Maya. I can’t say for certain, just seem to remember reading that somewhere. Anyway, this happened to me once, and what ended up happening was the arms were facing (and animating) down. Confirmed it was loading properly by loading it in the Character Editor, it was… just pointed off screen. Tell you though, fixing it without rotating root joint can be a HASSLE.
Getting a bit of Red on your arms?
It’s either the material or the texture. (Go get a Cookie if you know the difference.) Well, first and foremost, make sure that the texture is a file format the engine can read. (TIFF or DDS) If that isn’t it then check that you’ve properly linked the material and the object in the export. Sometimes it gets problematic, the material editor in the engine. Try relaunching the Editor. If that doesn’t work, try re-exporting the material and geometry. Make sure you use the same name as before, or get ready to modify the player scripts again.
The Weapon animations work fine, when arms are presented alone they’re stuck in the default position.
I mentioned this one earlier, basically, you forgot the chrparams file or something is wrong with it. Ensure it’s an exact copy of Agent_fp_global.chrparams. I used the one in the Source Asset Files. Basically, what ends up happening is each weapon has it’s own set of animations – and they work fine with your new rig. But without chrparams, the default animations (wimpy shove, and the idle loop for instance) aren’t being used.
Help! The hands are going everywhere!
This is probably your weights. You’ll want to make sure they’re clamped (Engine ensures this, but still) and things deform relatively properly inside of Maya (or your DCC, most of these concepts have been presented broadly so that you could apply them to XSI or even Max. Although CryTek did a pretty good writeup for Max (unsurprisingly, it’s generally what they use as a DCC.) But usually, if they geometry is deforming wrong, you want to ensure you’re using as few joint influences per vertex as possible. (I generally try to keep it under 2. Still, worth noting the Engine requires it be less than 5. More joints = more calculations per second anyway = slower rendering pipeline anyway.) Also, you’ll want to ensure you’re using the right joints for each task. The twist joints for instance, shouldn’t be determining anything about the hand. Mine wanted to. Sadface.
Got something else for me?
If you’ve run into a problem somewhere along this line, and think I might be able to help. Ask me, either through this webpage or on CryDev. Probably best to use this site though, I check it more often. I’ll do my best to help you resolve whatever issue you’re having. At least… if it’s related to something I can help with.
Thanks for reading!